[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"forum-post:5iSTrrUuf4fCYdtsv2cl":3},{"post":4,"notFound":29,"comments":31,"commentPages":24},{"id":5,"title":6,"blocksByLocale":9,"availableLocales":17,"gameId":20,"category":21,"authorId":22,"authorName":23,"commentCount":24,"viewCount":25,"reactionCounts":26,"totalReactionCount":24,"myReaction":27,"pinScope":28,"isLocked":29,"isBookmarked":29,"createdAt":30,"updatedAt":30,"lastActivityAt":30},"5iSTrrUuf4fCYdtsv2cl",{"zh-CN":7,"en-US":8},"关于游戏内爆炸反应装甲的一些问题","Suggestions for ERA Mechanics and Visual Feedback",{"zh-CN":10,"en-US":14},[11],{"type":12,"content":13},"text","1.爆反使用耐久度过高，导致钢针经常被吞。理论上可以被机枪扫掉，至少不能一发680上去只是变黄\n2.希望可以增添爆反对不同穿甲弹的削弱程度。比如坦克工坊中的apfsdslong和尾翼稳定穿甲弹，可以根据这个做出区分。\n3.如果新引擎允许的话，可以考虑增加模块破坏的动画，直接移除爆反模块\n4.爆反变红后存在吸后效的情况",[15],{"type":12,"content":16}," ERA (Explosive Reactive Armor) has excessively high durability, causing APFSDS rounds to be frequently \"eaten\" with no effect. Theoretically, ERA should be triggerable by machine gun fire—at the very least, a 680mm-penetration APFSDS hit shouldn't just turn it yellow.\n2. We hope to see differentiated ERA effectiveness against various AP rounds. For example, distinguishing between the \"APFSDS Long\" and conventional fin-stabilized AP rounds in the Tank Workshop—ERA's weakening effect could vary based on projectile type.\n3. If the new engine allows, we'd like to see module destruction animations added—specifically, ERA modules being physically removed\u002Fdisabled upon hit, rather than just changing color.\n4. There's currently a bug where red (destroyed) ERA still absorbs post-penetration effects (spalling\u002Fjet remnants), which should be fixed.",[18,19],"zh-CN","en-US","panzer-war","suggestion","68c62a03956011001f9c7d70","绕不开物理的人",0,10,{"like":24,"love":24,"laugh":24,"wow":24,"sad":24},null,"none",false,"2026-09-03T15:03:57.359Z",[]]